using System;
using Microsoft.SPOT;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;

namespace SimpleXnaTest
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D texture;
        Texture2D textureTransparent;
        SpriteFont font;
        Vector2 pos1 = Vector2.Zero;
        Vector2 pos2 = Vector2.Zero;
        Vector2 fpsPos = Vector2.Zero;

        float speed1 = 2f;
        float speed2 = 3f;

        int frames = 0;
        int fps = 0;
        DateTime lastFrame = DateTime.Now;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            try
            {
                texture = (Texture2D)Content.Load(Resources.BitmapResources.logo);
                textureTransparent = (Texture2D)Content.Load(Resources.BitmapResources.logo_trans);
                font = (SpriteFont)Content.Load(Resources.FontResources.Segoe10R);
            }
            catch (Exception e)
            {
            }
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            //    this.Exit();

            frames++;
            if ((DateTime.Now - lastFrame).Seconds > 0)
            {
                fps = frames;
                frames = 0;
                lastFrame = DateTime.Now;
            }

            pos1.X += speed1;
            if (pos1.X > Window.ClientBounds.Width - texture.Width || pos1.X < 0)
            {
                speed1 *= -1;
            }

            pos2.Y += speed2;
            if (pos2.Y > Window.ClientBounds.Height - texture.Height || pos2.Y < 0)
            {
                speed2 *= -1;
            }


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();
            spriteBatch.Draw(texture, pos1, Color.White);
            spriteBatch.Draw(textureTransparent, pos2, Color.White);
            spriteBatch.DrawString(font, fps.ToString() + gameTime.IsRunningSlowly.ToString(), fpsPos, Color.Black);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
